From what I just read, as soon as your named ship is destroyed, the name is then up for grabs when you make an insurance claim?
It kind of devalues the pre-order ship naming thing in my opinion. Seems best suited for some of the larger ships like the Javelin, Idris, Hull-E, Endeavor, etc...

I just picked up 2 x WarBRD bases and 2 x Constellation Deltas. I pre-ordered one of the Cosmosim Cams with no center for my right stick.
I plan to mount them on the Foxx desk mounts. I will post pictures in a few weeks when everything is set up.
EDIT: I should also note that Virpil is taking pre-orders until March 31st.

Very clean. Reminds me of the Terrapins scanning station.
I think the small monitors would be inexpensive and mainly help with streaming and keeping up with chat / donations. I see they also use the Elgato Streamdeck.

Hello,
I recently purchased new Virpil WarBRD joysticks and was hoping to sell my used Thrustmaster TWCS throttle and T16000M (FCS HOTAS Set), CH Pro Pedals, and my VKB Gladiator Mk. II Joystick.
They all worked great, I was just hoping to upgrade / change my setup. They are still like new in the boxes. The T16000M has both left and right grip adapters.
CH Pro Pedals - $80
FCS HOTAS - $90
VKB Gladiator Mk. II - $80 SOLD
Thank you!

So I think I found the bit you were referencing.
So the way I interpret that answer is that ALL ships will have a baseline ability to scan, ping, etc..., but the various profession ships with have additional scanners and a user interface pertaining to its profession. So a prospector might see ore concentrations in rocks easier , and a Vulture may see components or cargo easier, and a Apollo may be able to detect life signs easier, and so on.
I am not sure what specifically the Terrapin's radar will be able to do over any other radar, and I am not even sure CIG knows, as scanning is still a first iteration. I was most concerned with detecting other ships, which I think all ships' radars will be able to do, and I think a larger radar may be more useful for that purpose.

Do you have a source on the idea of radars being "calibrated" on ship roles? I could not find it in any design posts.
The only thing I could find was this:
From what I understand, the Large radar will have roughly 3:1 the output of the Medium radar on the Terrapin. I also hope scanning gameplay is more consistent, and not specific to the ship. It will be important for the Medivac to locate ships (especially destroyed ones) as well as individuals floating in space.
I understand that there will be Military, Civilian, Industrial, Competition, and Stealth components, but I think they can be swapped freely for various effects on performance:
The Medivac variant also has "heavy" armor and minimal weaponry same as the Terrapin. The Medivac also has more than zero SCU of cargo, which is a plus. However, the Medivac is about twice the size of the Terrapin and is about the same as a Vanguard or Freelancer. It really comes down to if being classified as a small versus a medium will change anything jump point wise.
I just thought about it more, and the idea of playing a 1-man exploration ship in an MMO seemed so strange. I really like the idea of having 2-man ships (Vanguard, Hurricane, etc...)
Plus, access to these missions seems like it would be interesting:
The Recovery missions seem more like exploration with a specific goal in mind, which I like. I like the idea of having investigative gameplay.
EDIT: I would also like to add how well designed the Apollo seems to be, from a layout and functionality perspective. It seems the ship design team is making ships differently now versus in the past. Now they seem to have a function in mind, then they design a silhouette around that core layout. This is also evident be recent concept ships such as the Vulture, Vulcan, and Hammerhead. With the Terrapin, I feel like they came out with the silhouette of the ship first, and then were like "lets just put a big chair right in the middle of this room".

I just CCU'ed my Terrapin to the Medivac variant. I am more interested in the search and rescue gameplay. I hope there is some overlap with the scanning gameplay, as the Medivac is listed as having a Large radar versus the Terrapin's medium. Also, the 2-man crew on the Medivac versus one for the Terrapin isn't too bad.

This is an interesting topic.
It is interesting to think about mixing weapons not on the same turret, but on different turrets, that way pips can be accurate. What I mean to say is that an individual turret will have four of the same weapons, but having a mix of weapons on the ship might be advantageous. Another thing to consider is that not all turrets will have equal usage.
Say the dorsal turret will have energy weapons, that way the ship is covered in case ammo runs low. Plus the dorsal turret may be the workhorse, as it has the best fire angles.
Also, if the Hammerhead is meant to be a point defense against torpedoes, it might be useful to have high fire-rate weapons like the Gatling on some side turrets or rear turret.
Large caliber low fire-rate ballistics might be good at punching through the heavier armor and shields of larger ships, but be terrible at shooting incoming torpedoes or nimble targets.
Basically it is going to come down to the particulars of the mission and careful consideration of the expected duration and targets.
Mono-boating all one ballistic caliber may make ammo logistics easier, while all energy will increase the signature and share resources with the shields and power plant. I am leaning towards a mix, but it will take actual experience from actual PvP encounters to really know which may be best.

I think this ship isn't going to replace bombers for attacking large ships, although it may certainly punch above its weight
The Hurricane will likely not be able to "siege" a large ship with sustained energy weapon fire. The Hurricane only has 1 small power plant. It may struggle to keep those guns powered, as well as the shields in a long protracted battle. I think this ship will adopt a more "boom and zoom" strategy, using quick slashing attacks on larger ships and quickly retreating while the gunner fires aft.
The Hurricane is actually pretty specialized for a fighter. It will likely excel at small-medium targets while not being the primary focus of the enemy. Pairing this ship with something like a Vanguard or Super Hornet may be potent. This ship is lightly armored and lacks redundancy in its components; it cannot take a hit. It is more of a fire-support fighter for group play.
So far the most versatile fighter I have seen is probably the Sabre, but that is just my opinion. Every ship has trade-offs; every ship has weaknesses.
This ship is going to struggle in attacking alone against armored targets with strong and capable turrets. A single Hammerhead turret may one-click instant kill this thing if it lines up a shot, so that is something to think about.

I think the main idea is that NPC gunners will most likely be inferior and a liability compared to a human crew. Sure, they may be able to fill in gaps, but NPCs are really going to struggle when it comes to a few situations:
Ceasing fire if a target moves out of "effective range" while technically still being in range to conserve power / ballistic ammo.
Switching between say an incoming bomber (medium threat), a retreating fighter (low threat), or an incoming torpedo (immediate threat) on-the-fly when all three present themselves as viable targets.
Exiting the turrets to help with damage control or boarding as needed.
Calling out targets / incoming threats to the pilot, as well as keeping the other gunners informed.
Ability to focus target specific sections of an enemy ship, for example an engine, enemy gun turret, or bridge / cockpit.
The way I see it, a stock Hammerhead with a human crew will likely always drastically outperform even a top-kitted Hammerhead with the best (most expensive) AI crew available. While this might be fine for simple moderate-risk escort missions, I would not trust NPCs in a PvP setting.